• World War 2010

    19
    0 Votes
    19 Posts
    3k Views
    RavilleR
    I also like a lot this map, but when trying to game it people said it has many problems and bugs. Could be great if can be fixing as a normal map... Thanks forwardly
  • Oztea 1939 Global

    8
    0 Votes
    8 Posts
    1k Views
    B
    @wc_sumpton right on thanks again. I'll give it a go
  • How do I call new nations in World War 2 v5 SE?

    5
    2
    0 Votes
    5 Posts
    912 Views
    SchulzS
    You need to name it Chinese instead China for the easiest way to bring China. Then copy the XML and give a different name. Then examine the XML. It is not complicated.
  • NWO and NWO 5 nations victory condition

    2
    1 Votes
    2 Posts
    611 Views
    RogerCooperR
    Many scenarios have no victory condition defined.
  • AA50 with Maintenance

    Moved
    2
    5 Votes
    2 Posts
    2k Views
    C
    Moved to Maps & Mods.
  • Spring 1942

    5
    0 Votes
    5 Posts
    2k Views
    zoozocZ
    Oops, I think I spoke in ignorance here. I didn't realize that there are two editions of "Spring 1942". I apparently own the 1st edition. The 2nd edition does indeed appear to be "World War II v5"
  • Can someone make/find a few icons for me?

    1
    0 Votes
    1 Posts
    521 Views
    No one has replied
  • War at War changes

    6
    0 Votes
    6 Posts
    1k Views
    SchulzS
    Upkeep is possible to implement, the important one is finding good upkeep/cost ratio and in my experiences with upkeep, it works best with 5%-10%. For example infantry cost is 2 and 0.1 upkeep (5%) would work perfectly. But armour upkeep should be definitely higher than 5% but still should not be higher than 10%. Yes, draw means nobody wins and nobody lose pretty much same with chess. Because of the cumulative aspects of games, the loser side really cannot turn the tide of the war and the fate of the games always seales in the middle of games and just there should have been draw option that gives a good reason the loser side to continue.
  • Fallen Empire

    92
    2 Votes
    92 Posts
    54k Views
    SchulzS
    @alkexr I was trying to make upkeep as visible source in the purchase screen in my map like that but couldn't find a way because its not a resource. I am using <option name="createsResourcesList" value="-x:PUs"/> tag to represent upkeep. Wondering is turning into supply like this system the onyl way to make is visible?
  • Fixed Scenarios from the Repository

    21
    0 Votes
    21 Posts
    6k Views
    RogerCooperR
    @ff03k64 I don't remember exactly. With the way TripleA runs now, it easy to find which images are missing.
  • Oztea 1942 needs to add "Original Owners" for territories

    4
    0 Votes
    4 Posts
    928 Views
    B
    @JOSEPH-PRINCE border-gore is aptly named lol I think i got em all. Uninstall and reinstall and you should be good to go. I added a notification at game start with version and date as I didn't do a yaml PR. I must of spaced it's own thread so we'll just make this it for the future
  • world at war with red dot units

    3
    0 Votes
    3 Posts
    696 Views
    A
    Thank you very much
  • Which mods have tech trees like age of tribes?

    8
    1 Votes
    8 Posts
    1k Views
    Teddy SelfT
    Thanks for the info, if anyone is interested in this scenario I have altered just tell me where to upload it. You will play as northern starting on turn 2.
  • Need Relief Tiles

    39
    0 Votes
    39 Posts
    10k Views
    MirkoBrunerM
    @Schulz Nice, I have added to shades of "shores" so far but I still don't know exactly what it would be the best approach. Thanks!
  • Churchill's 1939

    11
    0 Votes
    11 Posts
    2k Views
    RogerCooperR
    @JOSEPH-PRINCE Try this http://www.rogercooper.com/churchills_1939.zip There is no point to sending the xml, as I have not changed the xml. To make this work, you will need to create art for antitank and tank_destroyer. I don't know of any scenario that used those unit types. The Benelux flag is from https://en.wikipedia.org/wiki/Flag_of_Benelux.
  • Operation Unthinkable and Operation Dandelion

    31
    1 Votes
    31 Posts
    9k Views
    RogerCooperR
    @Major-Arcana The historical situation was fairly interesting. With many US troops withdrawn from Europe, the British government was estimating the Soviets had a 2.5 to 1 superiority in ground forces, but the Allies were superior in the air. Could the British hold the line until the US redeployed? A good scenario for Europe-only game, especially with more realistic air rules. For a world game, one could add Communist guerillas popping up and the Japanese continuing the Pacific war.
  • new_world_order_lebowski_edition missing image

    5
    0 Votes
    5 Posts
    881 Views
    F
    @LaFayette I could also just leave it white and let Russia have a special one. I don't know how to hue shift.
  • Iron War: Europe - Official Thread

    67
    4
    2 Votes
    67 Posts
    43k Views
    F
    Been playing Europe instead of the whole world. Couple of thoughts. I am playing all of one side against the AI. Seems to favor the axis quite a bit. As the allies it went to turn 15 before i was tipped the scales. As axis, i feel like i am in the winning position on turn 5, just a matter of time. I think part of that is the size of the navies. The rally points from IW could be a good addition to this map. USA had difficulties finding a place to put a new factory. Germany and USA had fairly similar colors. Germany was also similar to one of the Balkan nations, but that isn't as big of a deal, as they are allied. After like 2 turns, iron was not much of a factor for me. I don't know how much you wanted that to be a factor, but the fuel is what really limits things for me. AI seems to use more of its iron though. SS troops seem to need a higher TUV value. They are picked first for casualties.
  • Question about triggers

    4
    0 Votes
    4 Posts
    836 Views
    F
    @Mas-N invert values: true or false. default if missing is false. if true, this attachment's condition will be reversed (does not reverse the effect). line 2922 of POS2. Wouldn't that do what you want? Or am i reading something wrong?
  • Single Player Maps

    5
    0 Votes
    5 Posts
    2k Views
    RogerCooperR
    @AprilForever It is fun to play Australia and to optimize its play. Well-timed attacks and retreats can throw the Japanese off-balance and divert the Japanese enough to give the Allies victory. I general, it is more fun to play one of the Allies with everyone else on AI and try to depend on your AI allies.

Recent Posts

  • This all beside the fact that, of course, a sea borne assault of Gibraltar would be suicidal with land units only: the guns at Gibraltar would sink whatever thing which can transport land units before it reaches the shoreline. (I'm not an expert, so I do not know if there is any blind spot anywhere, but I doubt that there is any one or that would make a difference in this case.)

    The question, in this case, would be whether or not the guns can be silenced with battleships and/or huge bombs, to make the landings possible at all.

    Of course, this would be even more special rules for Gibraltar: I'm not proposing them, just saying.

    read more

  • @KurtGodel7 said:

    If Gibraltar's garrison is limited, that means it can't be defended against Allied attack.

    To be clear, if you can have at most X land units in Gibraltar (which would need to be decided based on a guess of how many infantrymen is an infantry units and the broad assumption that the other land units take about the same space when deployed or in reserve but ready for immediate deployment), you can also attack Gibraltar with at most X land units. (No other rules for land units here.) This would make Gibraltar actually more defensible, possibly much more defensible.

    (Obviously, this is an approximation: you should realistically be able to attack with infinite land units but only Y at the same time, with Y lower than X, then, when you win, every land unit exceeding X goes back to the transports (because it never left them), but I'm not proposing front-line based limits or anything else other than a max X both stacking and attacking for a few very small territories like Gibraltar and Midway. Ideally, every territory for which X would be greater than 10 gets infinite - so no limit - for simplicity (yes, an arbitrary upper limit over which not to bother): this would likely include Malta and every island bigger than Malta depending on how many men an infantry unit is representing.)

    Moving on to air limits, Gibraltar would also have a maximum air unit limit to land (like an aircraft carrier) (again, arbitrary and limited only to a few extremely small territories like Midway etc.). In this case, however, there is no limit for attacking air units over Gibraltar. (Again, I'm not claiming this is very realistic.)

    Practically, the land limit would favour the defenders, and the air limit would favour the attackers.

    In case of paratroopers, the limit would be total on land units. For example, if Gibraltar has a land unit limit of 2, you can offload 2 land units, or para-drop 2 land units or 1 of each, no more. (Again, a simplification.)

    My point is not that this would be highly realistic, just that it would be more realistic than nothing, everything else being the same (and it is meant to be limited to Gibraltar, Midway and at most a few other similar cases if not just these two).

    Whether or not something like Gibraltar could be attacked with paratroopers at all is of course a disputable matter. Personally, I would say that a simple rule that Gibraltar can never be attacked with paratroopers unless completely undefended would be a good special rule to add for Gibraltar and anything else about as small as Gibraltar (as an approximation of how insanely borderline suicidal would such a thing be). An arguably more realistic rule would be limiting it to the unused stacking limit. For example, if Gibraltar has a limit of 2, then you cannot para-drop if there are 2 defenders, can paradrop at most 1 if there is 1 defender and can paradrop at most 2 if it is undefended by land units. In any case, the total attacking land units would never be more than 2.

    read more

  • @Cernel said:

    Gibraltar was only 6.8 square kilometres and certainly not plain.

    This means that, depending on roughly how much your infantry is supposed to be in terms of infantrymen and stuff, and assuming that artillery, armour and so on are similarly limited, you can have a very low units limit.

    This would be both realistic and helping with keeping low the needed area of Gibraltar for showing units in there.

    I asked the "AI Mode" of Google "What is the maximum number of infantrymen which could have been defensively deployed in Gibraltar during 1941?"

    This was the answer:

    During 1941, the maximum number of infantrymen defensively deployed in Gibraltar was approximately 7,000 soldiers, organized into two brigades.
    This infantry element formed the backbone of the overall 16,000-man total defensive garrison stationed on the Rock at the time, which also included large numbers of artillerymen, anti-aircraft crews, and Royal Engineers.

    If the question is framed around structural capacity rather than actual troop counts, the British military dramatically expanded the Rock's underlying infrastructure during this period. Royal Engineers and Canadian engineers excavated an extensive 25-mile network of underground tunnels, living spaces, and hidden fortresses.
    Upon its completion, this massive subterranean complex was designed with a maximum theoretical capacity to fully house, protect, and sustain a force of 30,000 men for up to 16 months without external resupply.

    You could say that the physical land area Britain actually owned for Gibraltar was small. Too small to station a large army there. Okay, you're probably right about this.

    But suppose a nation wanted to station a large army in or near Gibraltar. Because of the lack of room for the army, it would need to take some nearby land from Spain. Germany invades Spain on its very first turn. The concept of taking land away from Spain is hardly far-fetched for this map.

    A better example of a space constraint is Midway. Unlike Gibraltar, there is no nearby land for someone to seize if they need more space. The American government stationed planes on Midway--but only a limited number, because space was constrained. If I wanted to simulate this source of realism--which I don't--I would create a small island rule. If something is categorized as a "small island" its garrison must be limited in size.

    It's easy to create a lot of rules, exceptions, and special cases, all in favor of realism. Individually each may seem relatively harmless. Their collective weight burdens the player. Before I say yes to anything like this, I ask, "How does this improve game play?" Suppose the answer is, "this was never intended to benefit game play. Its only purpose was to make the game more realistic." At that point, the idea can be dropped. Added complexity is never justified by realism for the sake of realism.

    WWII saw enormous technological progress. Production capacity greatly increased. Nations' armies were limited by their available manpower. There was an air war. Losing the air war meant your enemy could strafe your armies and bomb your factories. Flames and Steel is intended to do a much better job of simulating all of this than a normal TripleA map would. I embraced realism in those specific areas because I thought it would improve game play. Adding those things would give the player a richer array of strategic choices.

    If Gibraltar's garrison is limited, that means it can't be defended against Allied attack. Which means that America Atlantic's fleet could enter the Mediterranean. Allowing America Atlantic's fleet access to the Mediterranean is a decision about game play. Currently, I believe that the better decision for game play is to allow the Axis to harden Gibraltar, and thus keep the Allies out. If I'm persuaded otherwise--if it turns out that allowing the Allies into the west Mediterranean really would lead to a better game--then I will change rules to allow that to more easily happen.

    read more

  • @Vendetta said:

    @KurtGodel7 Rhodes and the Canaries look a lot better now, and most of the naming issues got fixed.

    The Philippines are kind of hideous, should see if Claude can try to focus on getting the shape of the islands down better.

    The Gibraltar box is another problem spot where the name is floating outside of it. As a magnified blowup area, the square will probably look better if it has a lines or arrow at the corner that connects it with the land enclave.

    Lebanon still cuts too far inland. Damascus should share a border with Palestine/Transjordan, and Lebanon should not touch Nejd at all.

    One other issue I can see is that neutral and French territories are indistinguishable in color. Even if Vichy France is treated as a neutral power for gameplay purposes, it probably still ought to have its own distinct color to tell it apart from genuine nonbelligerents.

    The new map:

    image.jpeg

    image.jpeg

    image.jpeg

    image.jpeg

    image.jpeg

    image.jpeg

    image.jpeg

    Vichy France. When I was first telling Claude to create this map, I had a decent discussion with it about Vichy France. I think Claude had wanted to simulate realism with respect to diplomacy as it pertained to Vichy France. I saw that as one added source of complexity. Added complexity is never justified just to make something more realistic. For complexity to justify itself, it must add to strategic depth. It must give players real choices. To avoid that here, I told Claude to make all Vichy French territory neutral, and to have it defended just like any other neutral territory. Problem solved.

    Yes, I could make it a different color than other neutral territory. But that would indicate to the player that Vichy French neutral territory was being treated differently by the game engine than other neutral territory. It would be a false information signal, done for purely historical reasons, and disconnected from actual game play. If someone wants to propose ideas for how Vichy France can be handled I'm all ears. My one constraint is that I would want it handled in a nice, simple way, with no diplomacy-related decisions by the player whatever.

    Flames and Steel has avoided diplomacy altogether, except that on rounds 1 and 2 Japan's only wars are against China and neutrals; and America is not at war at all.

    read more